Apr 03, 2007, 06:58 AM // 06:58
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#141
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Ascalonian Squire
Join Date: Jul 2006
Location: Nïrkût Höèñ
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/signed
Enough was told, however I want to add that in alter holding was more fun because, besides killing, there was a pressure on holding the alter, which adds more challenging to the game.
Last edited by racso; Apr 03, 2007 at 07:16 AM // 07:16..
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Apr 03, 2007, 10:00 PM // 22:00
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#142
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Krytan Explorer
Join Date: May 2005
Location: Cali
Guild: Mending For The [win]
Profession: W/A
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Kill the Kill Count!!
Pretty much agreed.
/Signed
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Apr 03, 2007, 10:04 PM // 22:04
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#143
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Wilds Pathfinder
Join Date: Jul 2005
Profession: Mo/
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3 team Kill Count is just silly and broken. It encourage AoE spam, boa sin to sneak gank and kill as fast as possible.
/signed
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Apr 03, 2007, 10:15 PM // 22:15
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#144
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Wilds Pathfinder
Join Date: Oct 2006
Location: England
Profession: Mo/Me
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/signed.
anet. does 8 pages of "/signed" prove to you that it needs removing ??
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Apr 03, 2007, 10:23 PM // 22:23
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#145
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Pre-Searing Cadet
Join Date: Jun 2005
Profession: Me/
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/signed
Bring back 6-way!
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Apr 03, 2007, 11:21 PM // 23:21
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#146
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Academy Page
Join Date: Dec 2005
Location: Germany FTW
Guild: [olo]
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/signed
1234
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Apr 04, 2007, 04:24 AM // 04:24
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#147
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Lion's Arch Merchant
Join Date: Dec 2006
Profession: W/
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/signed
kill count turns out to be 2v1 and its just ridiculous
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Apr 04, 2007, 04:31 AM // 04:31
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#148
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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Quote:
Originally Posted by tacitus
/signed
bring back claim resource!
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oh yeah. that was an huge succes. let's bring back huge dependancy on a NPC that was so easily bodyblocked and demanded builds to bring specific skills to help that NPC move (i.e. Winbourne in the past) and survive (i.e. seed in the past).
Quote:
Originally Posted by zyphaz
/signed
Bring back 6-way!
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haha. that was a good laugh.
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Apr 04, 2007, 04:44 AM // 04:44
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#149
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Major-General Awesome
Join Date: Aug 2005
Location: Aussie Trolling Crew HQ - Event Organiser and IRC Tiger
Guild: Ex Talionis [Law], Trinity of the Ascended [ToA] ̖̊̋̌̍̎̊̋&#
Profession: W/
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Kill Count is stupid, it's just running around in circles for 5 minutes, then ganking a team for 2 minutes. It should be either changed, or removed.
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Apr 04, 2007, 10:33 AM // 10:33
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#150
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Lion's Arch Merchant
Join Date: Nov 2006
Location: Belgium
Guild: Forgot the Ghostlyyyyy
Profession: R/
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/signed
1234
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Apr 04, 2007, 04:33 PM // 16:33
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#151
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Pre-Searing Cadet
Join Date: Jan 2007
Location: rochester NY
Guild: The Immortal Corrupters
Profession: E/
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/signed
yee
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Apr 05, 2007, 09:57 AM // 09:57
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#152
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Frost Gate Guardian
Join Date: May 2006
Location: belgium
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/signed
.....
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Apr 05, 2007, 01:36 PM // 13:36
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#153
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Lion's Arch Merchant
Join Date: Dec 2006
Profession: W/E
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/signed kill counts just lame *die kill count please and burry yourself somewhere never to be seen again*
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Apr 05, 2007, 01:56 PM // 13:56
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#154
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Krytan Explorer
Join Date: Jun 2006
Location: Heroes Ascent
Profession: Mo/
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I'm going to go out on a limb here... so... feel free to hang me for it if it's stupid, but at least take it into consideration..
/Not Signed
Alright... basically from what I hear is:
-Kill Count is Bad because it promotes spikes
*No, Kill Count does not promote spikes... what promotes spikes is the UW where you -MUST- confront an opposing team.
-Kill Count is Bad because other people steal your kills
*No, other people 'stealing' your kills is not bad. To put it short: Suck Less. If the strategist on your team is unable to effectively observe what monks are being shut down and who's being pressured then you obviously are not in a position to argue about strategy.
-Kill Count is Bad because everyone runs around until one team gets ganked
*No, you put yourself in that situation. Nothing says you have to run around... What is wrong with actually confronting a team and waiting to see how the other team reacts, and -then- dictating further actions. If you ask me, you're all being way to conservative, and that does not win fights alone... what wins battles is taking action -OBSERVING- other teams reactions and responses and based on that making further tactical positioning.
***IMO it's more of a problem with people just -complaining- about it and wanting to be catered to. If you can't suck less, then don't play the game.
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Apr 05, 2007, 02:43 PM // 14:43
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#155
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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***IMO you're a scrub.
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Apr 05, 2007, 02:50 PM // 14:50
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#156
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Krytan Explorer
Join Date: Jun 2006
Location: Heroes Ascent
Profession: Mo/
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Quote:
Originally Posted by Lord Mendes
***IMO you're a scrub.
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You're feed-back is much appreciated.
Anyhow... aside from completely biased and un-thoughtful cruel remarks, I'm wondering if anyone else vaguely sees where I'm coming from... O_o If not, maybe I just stayed up too late last night and am not quite thinking straight :P
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Apr 05, 2007, 03:36 PM // 15:36
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#157
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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Quote:
Originally Posted by Seraphic Divinity
Anyhow... aside from completely biased and un-thoughtful cruel remarks
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Quote:
If you can't suck less, then don't play the game.
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Something about Pot, Kettle, Black?
Anyway, I say Kill Count sucks because you only fight for the last 2 minutes. That's almost as bad as old altar holding and needs to go.
There's a number of things discouraging shutdown in HA. Kill count is one of them, DPless rezes on the minute in HoH is the other.
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Apr 05, 2007, 03:48 PM // 15:48
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#158
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Wilds Pathfinder
Join Date: Aug 2006
Location: Australia
Guild: Critical Chop [cC]
Profession: W/
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/signed
Pressure is so much more fun... it makes bringing panic and energy degen hexes worth it.
Spikes and AoE are ZzZzZ
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Apr 05, 2007, 04:44 PM // 16:44
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#159
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Academy Page
Join Date: Jan 2007
Location: your local guitar center..
Guild: What are we doing [Here]
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/signed
12......
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Apr 05, 2007, 04:52 PM // 16:52
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#160
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Seraphic Divinity
*No, Kill Count does not promote spikes... what promotes spikes is the UW where you -MUST- confront an opposing team.
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I'm amazed at the ignorance. There are much more reliable ways to ensure victory on the first map than to play spike. Historically, teams in HA could load up on a bunch of anti-spike and anti-melee counters and run a pressure build (that has the potential to call spikes as well of course).
You have to be quite blind to not see that kill count does promote spike. Three way kill count rewards the team that can kill first (double points) and rewards teams that can kill from range (i.e. ranged spike) and don't require getting up close and personal (w/ warriors and dervishes). Why is this? Because the further you have to press into an enemy team, the further your distance in an escape to avoid being collapsed upon when you see a double team coming your way. This basically means that you have to have even more foresight/forethought to avoid the double teams when playing a build that is not a ranged spike.
To further complicate the matter, it's non-trivial to consistently (95+ % of the time) disrupt a single opposing team's spike but to do so against two spike teams using a balanced build is nigh impossible (cause the spike teams rarely have enough good anti-spike tools to disrupt). The solution? Play a balanced build and hope to rely on superior positioning (i.e. if you're not in cast/bow range you can't be spiked) and facing two bad spike teams that fail at positioning. The other solution? Play a spike build and hope to just spike faster than the other two spike teams. This is the safer option for teams that contain bad players.
As much as kill count sucks, it's still better than altar holding because it doesn't force overly defensive builds.
/signed - to remove kill count but not to replace it with altar holding (at least not on both maps -- Broken Tower and Courtyard)
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Said the joker to the thief.
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